Kerr, Aphra

The business and culture of digital games: Gamework / gameplay/ Aphra Kerr - London: Sage, 2006. - 177p.


1.Introduction:
Why use the term 'digital games'?
Theoretical approach
Structure of the book

2.Digital Games as Text:
Overview
A brief history of digital games
Digital games as media text
Digital game genres
Summary

3.Digital Games as Cultural Industry:
Overview
The digital games industry as cultural industry
The structure of the games industry
Key trends in the digital games indusstry
Summary

4.Global Networks and Cultures of Production:
Overview
Global network of production
The production process
Configuring and understanding game players
Summary


5.Digital Game Players, Game Pleasures and Play Contexts:
Overview
Digital game players and demographics
Digital game players: preferences and pleasures
Summary


6.Non-Entertainment Uses of Digital Games:
Overview
Digital games and learning theories
Digital games and learning in different contexts
Government promotion of media literacy and digital game play
Summary


7.Conclusion:
Implications for media theory
Implications for social theory

References

Index



1412900476

790.1 / KER/B